Crayola Augmented Reality

Crayola Augmented Reality

Crayola Augmented Reality

How do you best present cutting edge tech to young, unfamiliar users?
Design process and engagement techniques decrease risk

W hen Daqri reached out, I was excited to be involved. First, I asked a whole lot of questions, then I presented my recommendations.

I reviewed all of Crayola's focus test videos, and used Rainbow Grid Analysis to interpret kids' use and reactions. In this color-coded format, it's easier to recognize patterns by age or gender, and have non-obvious insights. I set some usability goals and suggested app store review-based success metrics.

The initial design brief included a comprehensive feature set, and targeted a fairly broad age range. We worked on reducing the number of features. Designing a Minimum Viable Product (MVP) helps focus a team on critical behaviors, and allows users to encourage improvements they really want as the product evolves. I also narrowed age expectations, because—especially pre-teen—every year of development can change a kid's needs and abilities significantly.

I relied on the Engagement Loop to pull everyone's ideas together, and suggested a couple things to fill the gaps. I recommended a narrative-based mission system of some sort to structure compelling reasons to use Crayola regularly.

Feedback was also weak, so I suggested badges, and a progress map that would not only reinforce feelings of advancement and mastery, but also trigger Motivation and drive kids back into the loop as they unlock new content. None of these needed to be robust, but the loop needed to be complete for a successful MVP.

All that remained was building an interactive prototype to highlight navigation and flow issues, getting testing in order, and delivering comps and assets for a functional prototype.